Fixed a tiny issue that caused cutscenes to softlock (#1432)
This commit is contained in:
+1
-1
Submodule assets updated: 91e8cd2d49...6b2ba11ee3
@@ -1065,7 +1065,7 @@ class PlayState extends MusicBeatSubState
|
||||
// This helps prevent a major bug where the level suddenly loops back to the start or middle.
|
||||
if (Conductor.instance.songPosition >= (FlxG.sound.music.endTime ?? FlxG.sound.music.length))
|
||||
{
|
||||
if (mayPauseGame) endSong(skipEndingTransition);
|
||||
if (mayPauseGame && !isSongEnd) endSong(skipEndingTransition);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3109,11 +3109,10 @@ class PlayState extends MusicBeatSubState
|
||||
*/
|
||||
public function endSong(rightGoddamnNow:Bool = false):Void
|
||||
{
|
||||
if (isSongEnd) return;
|
||||
isSongEnd = true;
|
||||
if (FlxG.sound.music != null) FlxG.sound.music.volume = 0;
|
||||
vocals.volume = 0;
|
||||
mayPauseGame = false;
|
||||
isSongEnd = true;
|
||||
|
||||
// Prevent ghost misses while the song is ending.
|
||||
disableKeys = true;
|
||||
|
||||
Reference in New Issue
Block a user